CyclesRenderSettings(PropertyGroup)
base classes — bpy_struct, PropertyGroup
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class bpy.types.CyclesRenderSettings(PropertyGroup)
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aa_samples
Number of antialiasing samples to render for each pixel
Type : | int in [1, 10000], default 4 |
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ao_samples
Number of ambient occlusion samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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blur_glossy
Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy
Type : | float in [0, 10], default 0.0 |
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debug_bvh_type
Choose between faster updates, or faster render
- DYNAMIC_BVH Dynamic BVH, Objects can be individually updated, at the cost of slower render time.
- STATIC_BVH Static BVH, Any object modification requires a complete BVH rebuild, but renders faster.
Type : | enum in [‘DYNAMIC_BVH’, ‘STATIC_BVH’], default ‘DYNAMIC_BVH’ |
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debug_cancel_timeout
Type : | float in [0.01, 10], default 0.1 |
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debug_min_size
Type : | int in [1, 4096], default 64 |
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debug_reset_timeout
Type : | float in [0.01, 10], default 0.1 |
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debug_text_timeout
Type : | float in [0.01, 10], default 1.0 |
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debug_tile_size
Type : | int in [1, 4096], default 1024 |
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debug_use_spatial_splits
Use BVH spatial splits: longer builder time, faster render
Type : | boolean, default False |
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device
Device to use for rendering
- CPU CPU, Use CPU for rendering.
- GPU GPU Compute, Use GPU compute device for rendering, configured in user preferences.
Type : | enum in [‘CPU’, ‘GPU’], default ‘CPU’ |
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diffuse_bounces
Maximum number of diffuse reflection bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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diffuse_samples
Number of diffuse bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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feature_set
Feature set to use for rendering
- SUPPORTED Supported, Only use finished and supported features.
- EXPERIMENTAL Experimental, Use experimental and incomplete features that might be broken or change in the future.
Type : | enum in [‘SUPPORTED’, ‘EXPERIMENTAL’], default ‘SUPPORTED’ |
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film_exposure
Image brightness scale
Type : | float in [0, 10], default 1.0 |
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film_transparent
World background is transparent
Type : | boolean, default False |
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filter_type
Pixel filter type
- BOX Box, Box filter.
- GAUSSIAN Gaussian, Gaussian filter.
Type : | enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’ |
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filter_width
Pixel filter width
Type : | float in [0.01, 10], default 1.5 |
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glossy_bounces
Maximum number of glossy reflection bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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glossy_samples
Number of glossy bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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max_bounces
Total maximum number of bounces
Type : | int in [0, 1024], default 8 |
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mesh_light_samples
Number of mesh emission light samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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min_bounces
Minimum number of bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)
Type : | int in [0, 1024], default 3 |
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no_caustics
Leave out caustics, resulting in a darker image with less noise
Type : | boolean, default False |
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preview_aa_samples
Number of antialiasing samples to render in the viewport, unlimited if 0
Type : | int in [0, 10000], default 4 |
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preview_active_layer
Preview active render layer in viewport
Type : | boolean, default False |
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preview_pause
Pause all viewport preview renders
Type : | boolean, default False |
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preview_samples
Number of samples to render in the viewport, unlimited if 0
Type : | int in [0, inf], default 10 |
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progressive
Use progressive sampling of lighting
Type : | boolean, default True |
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sample_clamp
If non-zero, the maximum value for a sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy
Type : | float in [0, inf], default 0.0 |
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samples
Number of samples to render for each pixel
Type : | int in [1, inf], default 10 |
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seed
Seed value for integrator to get different noise patterns
Type : | int in [0, inf], default 0 |
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shading_system
Shading system to use for rendering
- GPU_COMPATIBLE GPU Compatible, Restricted shading system compatible with GPU rendering.
- OSL Open Shading Language, Open Shading Language shading system that only runs on the CPU.
Type : | enum in [‘GPU_COMPATIBLE’, ‘OSL’], default ‘GPU_COMPATIBLE’ |
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transmission_bounces
Maximum number of transmission bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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transmission_samples
Number of transmission bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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transparent_max_bounces
Maximum number of transparent bounces
Type : | int in [0, 1024], default 8 |
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transparent_min_bounces
Minimum number of transparent bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)
Type : | int in [0, 1024], default 8 |
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use_cache
Cache last built BVH to disk for faster re-render if no geometry changed
Type : | boolean, default False |
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use_transparent_shadows
Use transparency of surfaces for rendering shadows
Type : | boolean, default True |
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static register(cls)
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static unregister(cls)
Inherited Properties
Inherited Functions
References